Factorio 0.11.0 x64 - x86 [experimental release]

seeders: 27
leechers: 52
Added on October 31, 2014 by AzaZPPLin Games > PC
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Factorio 0.11.0 x64 - x86 [experimental release] (Size: 992.33 MB)
 factorio_alpha_0.11.0.dmg149.61 MB
 Factorio_x64_0.11.0.zip143.19 MB
 Factorio_Win32_0.11.0.zip142.61 MB
 Setup_Factorio_x64_0.11.0.exe136.39 MB
 Setup_Factorio_Win32_0.11.0.exe135.95 MB
 factorio_alpha_x64_0.11.0.gz142.35 MB
 factorio_alpha_i386_0.11.0.gz142.23 MB

Description



Contains:

Linux:
Linux x64 - x32/factorio_alpha_i386_0.10.12.tar
Linux x64 - x32/factorio_alpha_x64_0.10.12.tar

Mac:
Mac x64/factorio_alpha_0.10.12.dmg

Windows:
Windows x64 - x32/Setup_Factorio_Win32_0.10.12.exe
Windows x64 - x32/Setup_Factorio_x64_0.10.12.exe
Windows x64 - x32/Factorio_Win32_0.10.12.zip
Windows x64 - x32/Factorio_x64_0.10.12.zip


Version:
Factorio 0.11.0 has just been released!

Warnings:
Keep in mind, that there is way more changes and work put into this release than the usual.
More changes mean more potential bugs and problems.
There are a lot of changes of the mod and scripting interface, most of the mods will be broken.
The multiplayer usually works, but there are lot of special situations where it fails hardly. Most of the multiplayer tests were done in 2 people. There are problems when people join at the same moment, when more players are desynchronised at the same time. When more than one player is downloading the map. There is no latency hiding etc. etc. We will work on these, but as we said before, this is the first rough version of multiplayer. Something we can use as a starting point.
The multiplayer uses port 34197 (unless specified otherwise in the config) so it have to be forwarded if you are behind a router.

Features:
First version of the multiplayer. Only co-op mode. Simplistic UI. Requires a public IP address for connecting to. Tested mostly on LAN. Replays of MP games don't work yet. Number of players is not limited.
Added gates, they open when friendly player comes by. Gates built on straight rails become rail gates.
Added a tank. It is way more durable than a car. It has its own set of weapons.
Added spitters. They are a next evoluton step of biters with a ranged (spitting) attack. They are spawned in their own spawners (different mask color) but only after evolution reaches 0.3.
The console works as a chat tool by default now. Ingame commands can be used, /w for whisper or /c for lua command (previous functionality). For more type /help.
Highlight of the items added into the inventory (viewtopic.php?t=3189)
Randomized lights turning on and off during dawn and dusk (viewtopic.php?t=3493)
Item entities are now de-constructable.
Added a cancel deconstruction option to the deconstruction planner.
Copy/paste entitysettings (filters) for cargowagons (like e.g. recipes for assembling machines).

Bugfixes:
Loads of determinism fixes, mainly for the multiplayer, but the replay stability should improve a lot as well.
When game speed is < 1 the gui doesn't lag.
Fixed crash when trying to connect trains in a situation that would result in collision of the new train with other trains (viewtopic.php?t=5853).
Fixed invalid directions in game.createentity() crashing the game.
Calling game.takescreenshot{} no longer crashes the game.
Fixed that some entities weren't placable in the map editor (worm corpses).
Fixed incorrectly disabled New game -> Custom scenario -> Confirm button.
Fixed that turret could be walked over when rebuilt until the game was reloaded.
Accidental building is now not possible when viewing the map.
Compatibility fix of the new OS X Yosemite.
Syntax error in script locale is now shown ingame, without closing the program.
Fixed crash when placing blueprints with wires over existing ghosts with wires (viewtopic.php?f=7&t=5966)
Fixed the rail segment bug, when mod adds two same rails at the same position.

Graphics:
New player animation. Three levels depending on the armor. All with masks.
Rail endings.
Biters/Spitters/Spawners/Worms are now drawn using the same picture with differently colored masks. This allows making different color combinations of biters without rising the video memory requirements.(Mods!)
Blood splashes when units die are now procedural.

Balancing:
Stone walls need research (just red science packs needed).
Slower crafting (0.5s->10s) of solar panels and accumulators.
Fast/Express splitter are made from the lower variants (same as with transport belts/underground belts)
Small electric pole can be used as fuel.
Changed wood fuel value from (0.6MJ->2MJ), so 2Xwood made from raw wood has the same fuel value as the original raw wood.

Optimisations:
Faster map drawing.
Optimized main loop. The game will automatically skip rendering when it can't keep up with expected updates per second. LowFPS mode has been removed because this functionality fully replaces it (it automatically lowers FPS when needed).
Added Bitmap Memory Caching. This allows to store certain sprites classes (defined by priority) in RAM and load them only when needed. If your computer has little VRAM try setting "Bitmap Caching Level" (in GraphicsSettings) to "very low". This will keep the trains / player and enemies dying animations in RAM, saving a lot of VRAM.

Changes:
Disabled loading of saves before 0.7.0 version (You can use 0.7.5 to load older saves and re-save them).
New physics for cars. Car now does very little damage when colliding.
Disabled shooting from a vehicle (capsules can still be thrown).

Modding:
Added phases to the mod loading. data.lua of all mods is loaded first, then the data-updates.lua and the data-final-fixes.lua as last. This allows mods to change the data of other mods without the need to be last. This is used even in the base game, to add the dust effect when a building is created, so the effect is added to mod buildings as well.
Every animation / sprite can now have a color tint.
Every animation / sprite can have any number of "overlays" (see how player masks work).
Changed the frame_width/frame_height properties of animation to width/height so it is the same as in sprite.
Better specification for enemy spawner units (see biter-spawner for example).
Furnace and assembling machine have been internally united. They the the same animation and quite a few properties (crafting_categories, energy_usage, crafting_speed, animation, working_visualisations). As a result Furnace can now have fluid boxes and use recipes with multiple outputs (but not multiple inputs).
Extended car prototypes to make tanks possible.
Electric turret uses ammo_type directly from its attack_parameters.
Attack parameters accept warmup field which defines the delay before the effects take place (but animation and sound start playing instantly). This is now used for spitter shooting animation only.

Scripting:
Lua API for writing / reading player color (i.e. game.player.color = {r=0.7, g=0.4, b=0.3})
Fixed saving and loading references to LuaEntity and LuaItem prototypes.
Fixed crash when calling game.settiles() with invalid parameters.
Added New LuaFluidBox object to interact with liquids.
Lua API for reading backer names of entities (and writing station-names).
Expansion of getcircuitcondition-method; the returned table contains a new key "fulfilled" which indicates if condition is met.
Expansion of get/set/clear-filter methods to allow access to cargowagon filters
Changed onplayercrafted; it is now called for every item in the crafting queue crafted
Added new events:
onrobotbuiltentity: passes entity built
onrobotpremined: identical to onpreplayermineditem but called by robots
onrobotmined: identical to onplayermineditem
onresearchstarted: passes the research name
onresearchfinished: passes the research finished
onplayerrotatedentity: passes the entity rotated
onmarkedfordeconstruction: passes the entity
oncanceleddeconstruction: passes the entity
ontriggercreatedentity: passes the entity created; only called if the trigger creating the entity has been marked with "trigger_createdentity = true"
ontrainchangedstate: passes the train
Added showentityinfo parameter to takescreenshot.
Function gettext was removed completely, localised strings are now specified by the curly-brackets {"key", {"key-parameter"}, "literal parameter", 7}
Added disconnectneighbour: used with electric poles; takes the circuit connector to disconnect - none to disconnect standard copper wire.
Added ghost-related methods:
ghostname read: the ghost entity name
ghostlocalisedname read: the localised ghost entity name
ghosttype read: the ghost entity type
ghostprototype read: the ghost entity prototype
timetolive read/write: the number of ticks until the ghost dies
Expanded direction and recipe to provide write access
Expanded methods to support reading/writing from ghost entities: (connectneighbour, disconnectneighbour, direction, getcircuitcondition, setcircuitcondition, clearcircuitcondition, orientation, rotateable, recipe, backername)
Changed setcircuitcondition parameters to: {circuit = index, operator = operator, name = name, count = count}
Added Lua API for reading/writing information from special items (ammo, armor, blueprints, tools)
Added Lua API for reading/writing armor equipment and equipment grids
Expanded methods for trains: locomotives read: returns the locomotives for the train state read: returns the current train state (train states are defined in defines.trainstate)
Lua objects can now be passed between scripts with remote.call(). If an invalid object is passed the destination interface recives nil in place of the object.
Added game.players[] - returns a table of the current players
Expanded player-related methods to pass "playerindex" of the player doing the action. If there is no player (map editor) the "playerindex" value will be nil. (onpickedupitem, onbuiltentity, onplayermineditem, onpreplayermineditem, onplayercreateditem, onplayerrotatedetity)
Added "playerindex" read to LuaGuiElement


Content
Factorio is a game in the alpha stage. However, there is a LOT of content already. Also the game is quite stable (that is what the players say :D). We try hard to fix bugs and things players find annoying.There are updates coming out about every 2 months. Check out our roadmap.

Current Content
Mining, logistic and production systems
This is the core of the game. Mining drills digging the ground for minerals. Robotic arms moving material from one side to another. Lines of furnaces smelting the precious ores. Assembling Machines automatically building further products. And conveyor belts literally everywhere.

Energy
So you have all these machines, but they don't run for free. You need to make enough electricity to power them up. Will you go for cheap steam, that makes tons of pollution or expensive but eco friendly solar?

Research.
You are clever and skilfull. But you don't know everything out of the box. Research the technologies to make your way up the tree to completely automated and self sufficient factories.

Oil refining
There is more to the production than just minerals. This planet is rich in oil as well. And you will need it. Pump it from the dephts. Break it to fractions in Oil Refineries and put it to good use in Chemical plants.

Trains
Belts are great for minerals. If the mineral fields are close. And not that big. Otherwise you better build good-old train tracks and scale your logistics to a new level.

Logistic robots
The "third support" of the logistic system. You need advanced technology for this. But once you have it you have all these cool looking drones that move the stuff for you based on some general conditions you set up.

Blueprints and building robots
Tired of manually building another mining site. Just use a blueprint. Define what should be built, provide the material and a bunch of building drones will build the whole thing for you.

Signals
You want to have exactly 1006 circuits in your buffers? No problem, just make a signal that switches off the production line once you have reached the limit. This is advanced but powerful concept where you can really "program" your factory. It will be expanded even more in the near future.

Pollution
You are not welcome on this planet. With all your smokey machines that generate plenty of waste and destroy the environment. If you make too much pollution you better prepare for the enraged natives to come after you.

Fight
Those natives are really annoying, aren't they? You need to build walls and turrets to protect from their rage attacks. But wait, there is a plenty of military options for you to "solve the situation". The fight mechanics are at the moment weaker compared to the rest of the content (which is quite mature). We will work on this.

Singleplayer freeplay.
The main singleplayer game requires a lot of work to finish. The task is simple, build the Rocket Defense (a very technologically advanced building - analogy of sending a Satelite to space in Civilization). You will need to do your best to achieve this goal. On top of that every game is a different challenge because of our procedural map generation.

Scenario pack.
Scenario pack is for Furnace Attendant or higher tiers. This is a set of additional mini campaigns. At the moment there are three, but we plan to add more in the future.

Modding support.
Factorio is designed from the beginning to be highly moddable. Most of the game data are stored in the Lua data files and can be changed by the mods. Mods can also change behavior of the running game via modding scripts, also written in Lua language.

Map editor.
The game has a custom built in map editor. We used it to make all the campaing and scenario maps. It is there for you to make new content for the game. You can also attach a Lua script to the map and make a challenge scenario with specific set of rules.

Work in progress
The 1.0 release is estimated (!) for summer 2015. That doesn't mean the game development will stop then, rather it is a point when we will consider the game complete and anything else will be a bonus. Following list is an example of things (not everything is there) we plan to do before Factorio 1.0.

Polishing
Factorio has a lot of content, but it is quite rough around the edges. There are plenty of tiny little details that we need to solve. Polish the graphics, balance the gameplay, tweak the campaigns, the list goes on for a while.

Multiplayer
Build the factory with your buddies. Or just visit a game of your friends and let him show you around. Hmmm or maybe start a 4 vs. 4 deathmatch? At the moment we are working on the technical side of the Multiplayer. After this is done we will see what will the players like the most.

Goal of the game
Right now you build a dummy building called Rocket Defense and that is it. Not much of a fun. The goal of the game is the weakest part at the moment. This will be more exciting soon.

RTS elements
In the late game you have this monstrous factory full of machines, trains and flying robots. But you are still a guy running around on your own. Wouldn't it be cool if you could get into your command center and just give orders to your building / combat drones?

Possible future content
There are plenty of ideas on our forums. Following list is just a couple of them we would love to see in the game sometimes (or maybe in the Factorio data disk).

Alien interaction
If you are nice to them, they are nice to you. Keep the pollution low and you can learn about the planet inhabitants.Maybe even trade or cooperate with them. Or just take advantage of them. Catch them, study them in research facilities so you can come up with better ways to "deal with them".

Moving underground
So you have tamed the surface of the planet. But how about going below the ground?

Food industry
Now you are alone, but there are plenty of colonists coming here. Better prepare to grow some food for


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Factorio 0.11.0 x64 - x86 [experimental release]

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